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Crowdfunding no Brasil : um estudo sobre a plataforma CatarseAguiar, Carlos Eduardo Magalhães Vieira de 14 July 2016 (has links)
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Previous issue date: 2016-07-14 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / At the end of the twentieth century and early twenty-first century, with the advent of
digital technologies, the proliferation of the Internet and the cheapening of
audiovisual equipment, new options have emerged to produce, distribute and show
films. Among these options, highlight the practice of crowdfunding, one of
crowdsourcing models, as an alternative possibility of national film funding.
Nevertheless crowdfunding still a recent practice and little known in the country, with
many platforms being launched and also closed, and the vast majority of funded
projects are especially concentrated in the southeast region. This thesis sought to
discuss this scenario, taking as its starting point the authors Jeff Howe and Henry
Jenkins, and also Brazilian academic research on crowdfunding published until
August 2015. The study subjects were the online community Crowdfunding BR and
Brazilian platform of crowdfunding Catarse, focusing on projects of this platform in
the category named Film and Video. The result indicates datas able to expand the
reader's understanding and stimulate critical view of this practice, based on the
presentation of its origins, organization mode, propagation around the world and it
insertion in Brazil, making possible the understanding of the current context and the
potential not yet explored of crowdfunding in the country. / No final do século XX e início do século XXI, com o advento das tecnologias digitais,
a proliferação da internet e o barateamento dos equipamentos audiovisuais,
surgiram novas opções para se produzir, distribuir e exibir filmes. Entre essas
opções, destaco a prática do crowdfunding, um dos modelos de crowdsourcing,
como possibilidade alternativa de financiamento do cinema nacional. Mesmo assim,
essa ainda é uma prática recente e pouco conhecida no país, com muitas
plataformas sendo lançadas e também fechadas, e com a grande maioria de
projetos financiados concentrada especialmente na região sudeste. A presente
dissertação buscou discutir esse cenário, tendo como ponto de partida os autores
Jeff Howe e Henry Jenkins, bem como pesquisas acadêmicas brasileiras sobre
crowdfunding publicadas até agosto de 2015. Os objetos de estudo foramcomunidade on-line Crowdfunding BR e a plataforma brasileira de crowdfunding Catarse, com enfoque nos projetos desta plataforma pertencentes à categoria denominada Cinema e Vídeo. O resultado aponta dados capazes de ampliarcompreensão do leitor e estimular sua visão crítica acerca dessa prática, partindo da
apresentação de suas origens, modo de organização, difusão ao redor do mundoinserção no Brasil, possibilitando o entendimento do contexto atual e dos potenciais
ainda pouco explorados pelo crowdfunding no país.
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Implementation av webbsida för rekommendationssystem med användaruppbyggd databas / Implementation of a recommendation system webservice with a usergenerated databaseBrundin, Michelle, Morris, Peter, Åhlman, Gustav, Rosén, Emil January 2012 (has links)
The goal of this project was to create a web-based, crowd-sourced, correlational database, that easily allowed users to submit objects and receive correlated objects as results. The webservice was created in the web development languages of HTML, CSS, PHP and Javscript, with MySQL to handle the database. Simultaneous development was kept in check with the aid of the source code management system GIT. Upon completion, the service contained several HTML-views, the ability to add and rate objects, a per-object dedicated page with information parsed from Wikipedia.org, and a view with objects ranked in accordance to the preferences specific to the current user. Roughly a month after the beginning of development, the website was publicly launched and promoted in order to collect data, and improvements were added to the website as needed. Two weeks after the public launch, the collected data was measured and analyzed. The algorithm proved effective and scalable, especially with the introduction of tags and simultaneous computation of object features.
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Découverte des relations dans les réseaux sociaux / Relationship discovery in social networksRaad, Elie 22 December 2011 (has links)
Les réseaux sociaux occupent une place de plus en plus importante dans notre vie quotidienne et représentent une part considérable des activités sur le web. Ce succès s’explique par la diversité des services/fonctionnalités de chaque site (partage des données souvent multimédias, tagging, blogging, suggestion de contacts, etc.) incitant les utilisateurs à s’inscrire sur différents sites et ainsi à créer plusieurs réseaux sociaux pour diverses raisons (professionnelle, privée, etc.). Cependant, les outils et les sites existants proposent des fonctionnalités limitées pour identifier et organiser les types de relations ne permettant pas de, entre autres, garantir la confidentialité des utilisateurs et fournir un partage plus fin des données. Particulièrement, aucun site actuel ne propose une solution permettant d’identifier automatiquement les types de relations en tenant compte de toutes les données personnelles et/ou celles publiées. Dans cette étude, nous proposons une nouvelle approche permettant d’identifier les types de relations à travers un ou plusieurs réseaux sociaux. Notre approche est basée sur un framework orientéutilisateur qui utilise plusieurs attributs du profil utilisateur (nom, age, adresse, photos, etc.). Pour cela, nous utilisons des règles qui s’appliquent à deux niveaux de granularité : 1) au sein d’un même réseau social pour déterminer les relations sociales (collègues, parents, amis, etc.) en exploitant principalement les caractéristiques des photos et leurs métadonnées, et, 2) à travers différents réseaux sociaux pour déterminer les utilisateurs co-référents (même personne sur plusieurs réseaux sociaux) en étant capable de considérer tous les attributs du profil auxquels des poids sont associés selon le profil de l’utilisateur et le contenu du réseau social. À chaque niveau de granularité, nous appliquons des règles de base et des règles dérivées pour identifier différents types de relations. Nous mettons en avant deux méthodologies distinctes pour générer les règles de base. Pour les relations sociales, les règles de base sont créées à partir d’un jeu de données de photos créées en utilisant le crowdsourcing. Pour les relations de co-référents, en utilisant tous les attributs, les règles de base sont générées à partir des paires de profils ayant des identifiants de mêmes valeurs. Quant aux règles dérivées, nous utilisons une technique de fouille de données qui prend en compte le contexte de chaque utilisateur en identifiant les règles de base fréquemment utilisées. Nous présentons notre prototype, intitulé RelTypeFinder, que nous avons implémenté afin de valider notre approche. Ce prototype permet de découvrir différents types de relations, générer des jeux de données synthétiques, collecter des données du web, et de générer les règles d’extraction. Nous décrivons les expériementations que nous avons menées sur des jeux de données réelles et syntéthiques. Les résultats montrent l’efficacité de notre approche à découvrir les types de relations. / In recent years, social network sites exploded in popularity and become an important part of the online activities on the web. This success is related to the various services/functionalities provided by each site (ranging from media sharing, tagging, blogging, and mainly to online social networking) pushing users to subscribe to several sites and consequently to create several social networks for different purposes and contexts (professional, private, etc.). Nevertheless, current tools and sites provide limited functionalities to organize and identify relationship types within and across social networks which is required in several scenarios such as enforcing users’ privacy, and enhancing targeted social content sharing, etc. Particularly, none of the existing social network sites provides a way to automatically identify relationship types while considering users’ personal information and published data. In this work, we propose a new approach to identify relationship types among users within either a single or several social networks. We provide a user-oriented framework able to consider several features and shared data available in user profiles (e.g., name, age, interests, photos, etc.). This framework is built on a rule-based approach that operates at two levels of granularity: 1) within a single social network to discover social relationships (i.e., colleagues, relatives, friends, etc.) by exploiting mainly photos’ features and their embedded metadata, and 2) across different social networks to discover co-referent relationships (same real-world persons) by considering all profiles’ attributes weighted by the user profile and social network contents. At each level of granularity, we generate a set of basic and derived rules that are both used to discover relationship types. To generate basic rules, we propose two distinct methodologies. On one hand, social relationship basic rules are generated from a photo dataset constructed using crowdsourcing. On the other hand, using all weighted attributes, co-referent relationship basic rules are generated from the available pairs of profiles having the same unique identifier(s) attribute(s) values. To generate the derived rules, we use a mining technique that takes into account the context of users, namely by identifying frequently used valid basic rules for each user. We present here our prototype, called RelTypeFinder, implemented to validate our approach. It allows to discover appropriately different relationship types, generate synthetic datesets, collect web data and photo, and generate mining rules. We also describe here the sets of experiments conducted on real-world and synthetic datasets. The evaluation results demonstrate the efficiency of the proposed relationship discovery approach.
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Crowdsourcing in pay-as-you-go data integrationOsorno Gutierrez, Fernando January 2016 (has links)
In pay-as-you-go data integration, feedback can inform the regeneration of different aspects of a data integration system, and as a result, helps to improve the system's quality. However, feedback could be expensive as the amount of feedback required to annotate all the possible integration artefacts is potentially big in contexts where the budget can be limited. Also, feedback could be used in different ways. Feedback of different types and in different orders could have different effects in the quality of the integration. Some feedback types could give rise to more benefit than others. There is a need to develop techniques to collect feedback effectively. Previous efforts have explored the benefit of feedback in one aspect of the integration. However, the contributions have not considered the benefit of different feedback types in a single integration task. We have investigated the annotation of mapping results using crowdsourcing, and implementing techniques for reliability. The results indicate that precision estimates derived from crowdsourcing improve rapidly, suggesting that crowdsourcing can be used as a cost-effective source of feedback. We propose an approach to maximize the improvement of data integration systems given a budget for feedback. Our approach takes into account the annotation of schema matchings, mapping results and pairs of candidate record duplicates. We define a feedback plan, which indicates the type of feedback to collect, the amount of feedback to collect and the order in which different types of feedback are collected. We defined a fitness function and a genetic algorithm to search for the most cost-effective feedback plans. We implemented a framework to test the application of feedback plans and measure the improvement of different data integration systems. In the framework, we use a greedy algorithm for the selection of mappings. We designed quality measures to estimate the quality of a dataspace after the application of a feedback plan. For the evaluation of our approach, we propose a method to generate synthetic data scenarios. We evaluate our approach in scenarios with different characteristics. The results showed that the generated feedback plans achieved higher quality values than the randomly generated feedback plans in several scenarios.
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Combined decision making with multiple agentsSimpson, Edwin Daniel January 2014 (has links)
In a wide range of applications, decisions must be made by combining information from multiple agents with varying levels of trust and expertise. For example, citizen science involves large numbers of human volunteers with differing skills, while disaster management requires aggregating information from multiple people and devices to make timely decisions. This thesis introduces efficient and scalable Bayesian inference for decision combination, allowing us to fuse the responses of multiple agents in large, real-world problems and account for the agents’ unreliability in a principled manner. As the behaviour of individual agents can change significantly, for example if agents move in a physical space or learn to perform an analysis task, this work proposes a novel combination method that accounts for these time variations in a fully Bayesian manner using a dynamic generalised linear model. This approach can also be used to augment agents’ responses with continuous feature data, thus permitting decision-making when agents’ responses are in limited supply. Working with information inferred using the proposed Bayesian techniques, an information-theoretic approach is developed for choosing optimal pairs of tasks and agents. This approach is demonstrated by an algorithm that maintains a trustworthy pool of workers and enables efficient learning by selecting informative tasks. The novel methods developed here are compared theoretically and empirically to a range of existing decision combination methods, using both simulated and real data. The results show that the methodology proposed in this thesis improves accuracy and computational efficiency over alternative approaches, and allows for insights to be determined into the behavioural groupings of agents.
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Harnessing Collective Intelligence for Translation: An Asssessment of Crowdsourcing as a Means of Bridging the Canadian Linguistic Digital DivideO'Brien, Steven January 2011 (has links)
This study attempts to shed light on the efficacy of crowdsourcing as a means of translating web content in Canada. Within, we seek to explore and understand if a model can be created that can estimate the effectiveness of crowdsourced translation as a means of bridging the Canadian Linguistic Digital Divide. To test our hypotheses and models, we use structural equation modeling techniques coupled with confidence intervals for comparing experimental crowdsourced translation to both professional and machine translation baselines. Furthermore, we explore a variety of factors which influence the quality of the experimental translations, how those translations performed in the context of their source text, and the ways in which the views of the quality of the experimental translations were measured before and after participants were made aware of how the experimental translations were created.
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Dokumentation crowdgesourct: Social Tagging als Methode der Inhaltserschließung im MuseumWeinhold, Julia 30 May 2016 (has links)
Museumsobjekte werden seit jeher in ihrer jeweiligen Institution von Fachpersonal dokumentiert und indexiert, also mittels Schlagworten inhaltlich beschrieben und kategorisiert. Dies dient vor allem dem Zweck, die Datensätze in den Datenbanken später schnell wieder aufzufinden. Indexiert statt dem Fachpersonal nun eine anonyme Nutzermasse im Internet, die Crowd, gemeinsam und völlig frei z.B. online zur Verfügung stehende Objektdatensätze, nennt man diesen Vorgang Social Tagging – Soziales Verschlagworten. In den USA und Großbritannien hat man bereits in größeren Projekten wie der steve.museum-Studie erprobt, welche Effekte Social Tagging im Museumsbereich bewirken kann. Auch das Brooklyn Museum mit Tag You’re It!, und die britische Public Catalogue Foundation in Kooperation mit der BBC mit BBC Your Paintings sind wichtige Beispielprojekte im Museumsbereich. In Deutschland werden Crowdsourcing-Methoden wie Social Tagging hingegen noch mit Skepsis betrachtet. In der vorliegenden Arbeit soll überprüft werden, ob und welche Vorbehalte gegen Social Tagging im Museum wirklich begründet sind. Sie soll aufzeigen, welche Chancen die Methode im Museum bietet, aber auch welche Risiken und Problemfelder damit verbunden sind. Wann der Einsatz sinnvoll ist und wie er erfolgreich geplant werden kann, soll ebenso thematisiert werden. Besonders die zwei einzigen deutschen Tagging-Projekte im Museums- und Kulturbereich, ARTigo von der Ludwig-Maximilians-Universität München und Tag.Check.Score vom Ethnologischen Museum Berlin werden dabei im Mittelpunkt stehen, denn in zwei Experteninterviews mit leitenden Mitarbeitern konnten genaue Einblicke in die Abläufe, Planungen, Konzepte und Ergebnisse dieser Projekte gewonnen werden.:1. Einleitung................................................................................................4
2. Social Tagging – Definition und Einordnung...........................................8
2.1 Kurze Historie........................................................................................8
2.2 Social Tagging im informationswissenschaftlichen Kontext ..................9
2.3 Social Tagging als Teilbereich des Crowdsourcings.............................11
2.4 Erste Projekte im Museumsbereich .....................................................15
2.5 Deutsche Projekte im Museums- und Kulturbereich ............................20
2.5.1 ARTigo ..............................................................................................20
2.5.2 Tag.Check.Score................................................................................25
3. Chancen und Risiken .............................................................................29
3.1 Chancen und Perspektiven ..................................................................29
3.1.1 Verbesserung des Retrieval ..............................................................29
3.1.2 Assoziativere Zugänge zur Sammlung ..............................................32
3.1.3 Besucherbindung und Partizipation ...................................................34
3.1.4 Ressourceneinsparung ......................................................................37
3.1.5 Zukünftige Legitimationsgrundlage für Geisteswissenschaften .........41
3.2 Risiken und Problemfelder .....................................................................43
3.2.1 Missbrauchsgefahr...............................................................................43
3.2.2 Mangelnde Qualität..............................................................................45
3.2.3 Bild- und Medienlizenzierung...............................................................51
4. Grundbedingungen....................................................................................55
4.1 Neues Selbstverständnis ........................................................................55
4.2 Klare Zuständigkeiten ..............................................................................56
4.3 Nachhaltige Ergebnisnutzung und Verstetigung .....................................57
4.4 IT- und Personalressourcen .....................................................................60
4.5 Heterogenität und Qualität des digitalisierten Materials............................61
5. Zusammenfassung.....................................................................................63
6. Literatur ......................................................................................................66
Anhang
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SEQUENTIAL INFORMATION ACQUISITION AND DECISION MAKING IN DESIGN CONTESTS: THEORETICAL AND EXPERIMENTAL STUDIESMurtuza Shergadwala (9183527) 30 July 2020 (has links)
<p>The primary research question of this dissertation is, \textit{How do contestants make sequential design decisions under the influence of competition?} To address this question, I study the influence of three factors, that can be controlled by the contest organizers, on the contestants' sequential information acquisition and decision-making behaviors. These factors are (i) a contestant's domain knowledge, (ii) framing of a design problem, and (iii) information about historical contests. The \textit{central hypothesis} is that by conducting controlled behavioral experiments we can acquire data of contestant behaviors that can be used to calibrate computational models of contestants' sequential decision-making behaviors, thereby, enabling predictions about the design outcomes. The behavioral results suggest that (i) contestants better understand problem constraints and generate more feasible design solutions when a design problem is framed in a domain-specific context as compared to a domain-independent context, (ii) contestants' efforts to acquire information about a design artifact to make design improvements are significantly affected by the information provided to them about their opponent who is competing to achieve the same objectives, and (iii) contestants make information acquisition decisions such as when to stop acquiring information, based on various criteria such as the number of resources, the target objective value, and the observed amount of improvement in their design quality. Moreover, the threshold values of such criteria are influenced by the information the contestants have about their opponent. The results imply that (i) by understanding the influence of an individual's domain knowledge and framing of a problem we can provide decision-support tools to the contestants in engineering design contexts to better acquire problem-specific information (ii) we can enable contest designers to decide what information to share to improve the quality of the design outcomes of design contest, and (iii) from an educational standpoint, we can enable instructors to provide students with accurate assessments of their domain knowledge by understanding students' information acquisition and decision making behaviors in their design projects. The \textit{primary contribution} of this dissertation is the computational models of an individual's sequential decision-making process that incorporate the behavioral results discussed above in competitive design scenarios. Moreover, a framework to conduct factorial investigations of human decision making through a combination of theory and behavioral experimentation is illustrated. <br></p>
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Data4City – A Hyperlocal Citizen AppUrban, Adam, Hick, David, Noennig, Jörg Rainer 29 April 2019 (has links)
Exploring upon the phenomena of smart cities, this paper elaborates the potential of crowdsourced data collection in small scale urban quarters. The development of the Data4City (D4C) hyperlocal app – PinCity – is based on the idea of increasing the density of real-time information in urban areas (urban neighborhoods) in order to optimize or create innovative urban services (such as public transportation, garbage collection) or urban planning, thus improving the quality of life of quarter inhabitants as a long-term goal. The main principle of the app is the small-scale implementation, as opposed to top-down smart city approaches worldwide, preferably in a city quarter, or a community, which can be subsequently scaled and interlaced to other parts of the city.
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Online fundraising a mikrofinancování v sociální síti a na Webu 2.0 / Online fundraising and microfinance in the context of social networks and Web 2.0Richterová, Daniela January 2011 (has links)
Identifikační záznam Richterová, Daniela. On line fundraising a mikrofinancování v sociální síti a na Webu 2.0 [Online fundraising and microfinace in the context of social networks and Web 2.0]. Praha, 2011. 102 s. Diplomová práce. Univerzita Karlova v Praze, Filozofická fakulta, Ústav informačních studií a knihovnictví 2011. Vedoucí diplomové práce Mgr. Denisa Kera, Ph.D. Abstract The main focus of this thesis is to characterize online fundraising and microfinance tools in the context of Web 2.0 and social media. The main goal is to analyze and assess the existing philanthropic portals in the Czech Republic and abroad. The thesis includes a theoretical explanation of terminology, principles and technologies of Web 2.0 and social media platforms and their connection to online philanthropy. New phenomena such as crowdfunding, P2P lending and crowdsourcing are clarified. The analytical part focuses on the evaluation of fundraising portals Network for Good and GlobalGiving and microfinace portals Kiva and LoanBack. Czech philanthropic online projects are represented by Šance pro draha, myELEN, Daruj správně and Skutečný dárek. Particular emphasis is given to monitoring and evaluating the extent of Web 2.0 principles and technologies integration. The conclusions contain suggestions for implementing the findings...
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